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Harviainen, J. Tuomas – Simulation & Gaming, 2012
This article examines the information environment of ritual-like games. Using tools from library and information science and the cognitive study of religion, it shows that certain key phenomena in games can be modeled as patterns of information and thus examined to a deeper level than before. This is of particular use to game scholars wishing to…
Descriptors: Games, Role Playing, Information Needs, Information Sources
Powers, Richard B.; Kirkpatrick, Kat – Simulation & Gaming, 2013
Playing With Conflict is a weekend course for graduate students in Portland State University's Conflict Resolution program and undergraduates in all majors. Students participate in simulations, games, and experiential exercises to learn and practice conflict resolution skills. Graduate students create a guided role-play of a conflict. In addition…
Descriptors: Majors (Students), Conflict, Graduate Students, Conflict Resolution
Kovalik, Doina L.; Kovalik, Ludovic M. – Simulation & Gaming, 2007
This article describes a language simulation involving six distinct phases: an in-class quick response, a card game, individual research, a classroom debate, a debriefing session, and an argumentative essay. An analysis of student artifacts--quick-response writings and final essays, respectively, both addressing the definition of liberty in a…
Descriptors: Freedom, Critical Thinking, Writing (Composition), Essays

Jones, Ken – Simulation & Gaming, 1998
Facilitators can be and often are unaware of damage that may be caused by participation in interactive learning events (simulations, role-plays, games, etc.). This is sometimes due to a confusion about what sort of event is taking place. Two hypothetical situations and one real incident are provided and analyzed. Lessons are drawn and…
Descriptors: Case Studies, Educational Environment, Emotional Problems, Games

Cherrington, Ruth; van Ments, Morry – Simulation & Gaming, 1996
Discusses a study of teaching methods used by university adult and continuing education tutors and how these methods were perceived and experienced by a sample of students. Findings indicate that role-playing, games, and simulation were infrequently used; students had negative opinions of more experiential methods; and students preferred…
Descriptors: Adult Education, Conventional Instruction, Experiential Learning, Experimental Teaching